/* No? Allocate translated vp object now */
if (!xvp) {
- xvp = CALLOC_STRUCT(translated_vertex_program);
+ xvp = ST_CALLOC_STRUCT(translated_vertex_program);
xvp->frag_inputs = fragInputsRead;
xvp->master = stvp;
while (xvp) {
next = xvp->next;
- free(xvp);
+ _mesa_free(xvp);
xvp = next;
}
}
static void *
get_passthrough_fs(struct st_context *st)
{
- struct pipe_shader_state shader;
-
if (!st->passthrough_fs) {
st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe, &shader);
-#if 0 /* We actually need to keep the tokens around at this time */
- free((void *) shader.tokens);
-#endif
+ util_make_fragment_passthrough_shader(st->pipe);
}
return st->passthrough_fs;